struct LeftOver {
  /* @offset(0) */
  scale : vec2<f32>,
  /* @offset(8) */
  screenSize : vec2<f32>,
}

struct Internals {
  /* @offset(0) */
  yFactor_ : f32,
  /* @offset(4) */
  textureOutputHeight_ : f32,
}

@group(1) @binding(1) var textureSamplerTexture : texture_2d<f32>;

@group(1) @binding(2) var textureSamplerSampler : sampler;

var<private> vUV : vec2<f32>;

@group(1) @binding(3) var<uniform> x_54 : LeftOver;

var<private> glFragColor : vec4<f32>;

@group(1) @binding(0) var<uniform> x_75 : Internals;

fn main_1() {
  var colorDepth : vec4<f32>;
  var x : i32;
  var y : i32;
  colorDepth = vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f);
  x = -1i;
  loop {
    let x_21 : i32 = x;
    if ((x_21 <= 1i)) {
    } else {
      break;
    }
    y = -1i;
    loop {
      let x_31 : i32 = y;
      if ((x_31 <= 1i)) {
      } else {
        break;
      }
      let x_46 : vec2<f32> = vUV;
      let x_47 : i32 = x;
      let x_49 : i32 = y;
      let x_57 : vec2<f32> = x_54.screenSize;
      let x_60 : vec4<f32> = textureSample(textureSamplerTexture, textureSamplerSampler, (x_46 + (vec2<f32>(f32(x_47), f32(x_49)) / x_57)));
      let x_61 : vec4<f32> = colorDepth;
      colorDepth = (x_61 + x_60);

      continuing {
        let x_63 : i32 = y;
        y = (x_63 + 1i);
      }
    }

    continuing {
      let x_65 : i32 = x;
      x = (x_65 + 1i);
    }
  }
  let x_69 : vec4<f32> = colorDepth;
  glFragColor = (x_69 / vec4<f32>(9.0f, 9.0f, 9.0f, 9.0f));
  return;
}

struct main_out {
  @location(0)
  glFragColor_1 : vec4<f32>,
}

@fragment
fn main(@location(0) vUV_param : vec2<f32>) -> main_out {
  vUV = vUV_param;
  main_1();
  return main_out(glFragColor);
}